Playground Mod

Weasel Op said:
Which animations need it?

Umm, all of them.

Animations needed:

Default
Attack
Fortify
Run
 
Weasel Op said:
Attack? The worker doesn't have an attack. What do you want him to do, swing the guitar like the deforest animation?

How about playing the guitar? Can you do that?
 
Weasel Op said:
:hmm:
Maybe... I'll save that one for last.

I've got an idea. Him swinging it with the pointy end towards them, and sound waves comming out of it.
 
Weasel Op said:
Hmm.... possibly. That would probably be harder than making him play it. The easiest would be to use the chop animation and have him swing it like a club.

Ok, what I ment is that just use the chop animation, except with the guitar, and then the sound waves come out of it every time he swings.

So sort of like that.
 
Oh...

Ah well, then we will just look for a music sound to go with it.
 
I've noticed some issues. FA, UF, Rebs, and Senso all become extreemly powerful because they have room to expand. The others don't have time to catch up.

Soccer players are the most commonly used unit before they research mercenaries, because of the Hidden Nationality bonus. UF and FA are currently fighting, but not warring with soccer players. And FA is winning. Practically at the doorstep of the UF.
 
Bluemofia said:
I've noticed some issues. FA, UF, Rebs, and Senso all become extreemly powerful because they have room to expand. The others don't have time to catch up.

Soccer players are the most commonly used unit before they research mercenaries, because of the Hidden Nationality bonus. UF and FA are currently fighting, but not warring with soccer players. And FA is winning. Practically at the doorstep of the UF.
Well, we could decrease soccer players attack. And FA should be winning. The UF deserves to be beaten by FA for betraying us in the Last War!:mad:
How's resources coming?
 
But, they just finished from using Barbarians to attack. Just the Hidden Nationality part... Well, we have to live with that I guess.

Almost done. Working on the Civpedia icons. Got most of it done...

Also added a detention slip resource. So teachers can build teachers, and for there to be a way for you to stop them from building teachers...

:mischief:
 
Bluemofia said:
But, they just finished from using Barbarians to attack. Just the Hidden Nationality part... Well, we have to live with that I guess.

Almost done. Working on the Civpedia icons. Got most of it done...

Also added a detention slip resource. So teachers can build teachers, and for there to be a way for you to stop them from building teachers...

:miscief:
Well, the AI's always been obsessed with Hidden Nationality. There's no way we can change that....
 
I know. So you just have to deal with it until mercs.

Also I've noticed that the Teachers aren't that hard to fight off with a horde of gattling cannons. I killed a total of 15 using gattling cannons, and skeleton archers.

I've got an idea. Since Senso is so good at recruiting people, is it ok to make every Senso UU enslave to something along the undead/senso warrior lines?
 
Bluemofia said:
I know. So you just have to deal with it until mercs.

Also I've noticed that the Teachers aren't that hard to fight off with a horde of gattling cannons. I killed a total of 15 using gattling cannons, and skeleton archers.

I've got an idea. Since Senso is so good at recruiting people, is it ok to make every Senso UU enslave to something along the undead/senso warrior lines?
Well, you gave artillery freakishly huge bombard strength.... Photons have something like 1000.
I think I already did that for the undead units.... Not sure about their magic units.
 
Not quite. Gattling cannons can't kill, and only 20 bombard. Otherwise it will be too easy. And photon ballistas cost as much as SWs...

I did that with the magic units, and also fixed the civpedia a bit. Mostly those pesky mistypes and other things.
 
Bluemofia said:
Not quite. Gattling cannons can't kill, and only 20 bombard. Otherwise it will be too easy. And photon ballistas cost as much as SWs...

I did that with the magic units, and also fixed the civpedia a bit. Mostly those pesky mistypes and other things.
Okay, that's good. I also noticed that the UFs archer unit has a lower attack than they're mercenary unit... Dat needs to be fixed....
 
Bluemofia said:
To what stats?
Maybe increase the attack to 11? And maybe change some of the other archers stats, too. (Can't check their stats now, since the computer with all that stuff in it is a coupla hundred miles away right now.)
I also noticed that we never did anything to represent FA's air superiority.
 
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